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663 lines
16 KiB
663 lines
16 KiB
3 years ago
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// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
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// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
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// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
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// Magicbane Emulator Project © 2013 - 2022
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// www.magicbane.com
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package engine.math;
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/**
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* <code>Vector2f</code> defines a Vector for a two float value vector.
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*
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*/
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public class Vector2f {
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/**
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* the x value of the vector.
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*/
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public float x;
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/**
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* the y value of the vector.
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*/
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public float y;
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/**
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* Creates a Vector2f with the given initial x and y values.
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*
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* @param x
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* The x value of this Vector2f.
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* @param y
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* The y value of this Vector2f.
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*/
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public Vector2f(float x, float y) {
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this.x = x;
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this.y = y;
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}
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/**
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* Creates a Vector2f with x and y set to 0. Equivalent to Vector2f(0,0).
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*/
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public Vector2f() {
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x = y = 0;
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}
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/**
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* Creates a new Vector2f that contains the passed vector's information
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*
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* @param vector2f
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* The vector to copy
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*/
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public Vector2f(Vector2f vector2f) {
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this.x = vector2f.x;
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this.y = vector2f.y;
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}
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/**
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* set the x and y values of the vector
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*
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* @param x
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* the x value of the vector.
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* @param y
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* the y value of the vector.
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* @return this vector
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*/
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public Vector2f set(float x, float y) {
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this.x = x;
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this.y = y;
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return this;
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}
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/**
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* set the x and y values of the vector from another vector
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*
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* @param vec
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* the vector to copy from
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* @return this vector
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*/
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public Vector2f set(Vector2f vec) {
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this.x = vec.x;
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this.y = vec.y;
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return this;
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}
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/**
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* <code>add</code> adds a provided vector to this vector creating a
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* resultant vector which is returned. If the provided vector is null, null
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* is returned.
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*
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* @param vec
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* the vector to add to this.
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* @return the resultant vector.
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*/
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public Vector2f add(Vector2f vec) {
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if (null == vec) {
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return null;
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}
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return new Vector2f(x + vec.x, y + vec.y);
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}
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/**
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* <code>addLocal</code> adds a provided vector to this vector internally,
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* and returns a handle to this vector for easy chaining of calls. If the
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* provided vector is null, null is returned.
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*
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* @param vec
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* the vector to add to this vector.
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* @return this
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*/
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public Vector2f addLocal(Vector2f vec) {
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if (null == vec) {
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return null;
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}
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x += vec.x;
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y += vec.y;
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return this;
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}
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/**
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* <code>addLocal</code> adds the provided values to this vector internally,
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* and returns a handle to this vector for easy chaining of calls.
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*
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* @param addX
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* value to add to x
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* @param addY
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* value to add to y
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* @return this
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*/
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public Vector2f addLocal(float addX, float addY) {
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x += addX;
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y += addY;
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return this;
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}
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/**
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* <code>add</code> adds this vector by <code>vec</code> and stores the
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* result in <code>result</code>.
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*
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* @param vec
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* The vector to add.
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* @param result
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* The vector to store the result in.
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* @return The result vector, after adding.
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*/
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public Vector2f add(Vector2f vec, Vector2f result) {
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if (null == vec) {
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return null;
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}
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if (result == null)
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result = new Vector2f();
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result.x = x + vec.x;
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result.y = y + vec.y;
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return result;
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}
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/**
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* <code>dot</code> calculates the dot product of this vector with a
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* provided vector. If the provided vector is null, 0 is returned.
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*
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* @param vec
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* the vector to dot with this vector.
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* @return the resultant dot product of this vector and a given vector.
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*/
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public float dot(Vector2f vec) {
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if (null == vec) {
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return 0;
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}
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return x * vec.x + y * vec.y;
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}
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/**
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* <code>cross</code> calculates the cross product of this vector with a
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* parameter vector v.
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*
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* @param v
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* the vector to take the cross product of with this.
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* @return the cross product vector.
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*/
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public Vector3f cross(Vector2f v) {
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return new Vector3f(0, 0, determinant(v));
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}
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public float determinant(Vector2f v) {
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return (x * v.y) - (y * v.x);
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}
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/**
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* Sets this vector to the interpolation by changeAmnt from this to the
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* finalVec this=(1-changeAmnt)*this + changeAmnt * finalVec
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*
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* @param finalVec
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* The final vector to interpolate towards
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* @param changeAmnt
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* An amount between 0.0 - 1.0 representing a percentage change
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* from this towards finalVec
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*/
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public void interpolate(Vector2f finalVec, float changeAmnt) {
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this.x = (1 - changeAmnt) * this.x + changeAmnt * finalVec.x;
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this.y = (1 - changeAmnt) * this.y + changeAmnt * finalVec.y;
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}
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/**
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* Sets this vector to the interpolation by changeAmnt from beginVec to
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* finalVec this=(1-changeAmnt)*beginVec + changeAmnt * finalVec
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*
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* @param beginVec
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* The begining vector (delta=0)
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* @param finalVec
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* The final vector to interpolate towards (delta=1)
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* @param changeAmnt
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* An amount between 0.0 - 1.0 representing a precentage change
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* from beginVec towards finalVec
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*/
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public void interpolate(Vector2f beginVec, Vector2f finalVec,
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float changeAmnt) {
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this.x = (1 - changeAmnt) * beginVec.x + changeAmnt * finalVec.x;
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this.y = (1 - changeAmnt) * beginVec.y + changeAmnt * finalVec.y;
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}
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/**
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* Check a vector... if it is null or its floats are NaN or infinite, return
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* false. Else return true.
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*
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* @param vector
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* the vector to check
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* @return true or false as stated above.
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*/
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public static boolean isValidVector(Vector2f vector) {
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if (vector == null)
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return false;
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if (Float.isNaN(vector.x) || Float.isNaN(vector.y))
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return false;
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return !Float.isInfinite(vector.x) && !Float.isInfinite(vector.y);
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}
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public static boolean isZeroVector(Vector2f vector) {
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return (vector.x == 0) &&
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(vector.y == 0);
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}
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/**
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* <code>length</code> calculates the magnitude of this vector.
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*
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* @return the length or magnitude of the vector.
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*/
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public float length() {
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return FastMath.sqrt(lengthSquared());
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}
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/**
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* <code>lengthSquared</code> calculates the squared value of the magnitude
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* of the vector.
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*
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* @return the magnitude squared of the vector.
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*/
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public float lengthSquared() {
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return x * x + y * y;
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}
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/**
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* <code>distanceSquared</code> calculates the distance squared between this
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* vector and vector v.
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*
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* @param v
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* the second vector to determine the distance squared.
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* @return the distance squared between the two vectors.
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*/
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public float distanceSquared(Vector2f v) {
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double dx = x - v.x;
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double dy = y - v.y;
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return (float) (dx * dx + dy * dy);
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}
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/**
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* <code>distanceSquared</code> calculates the distance squared between this
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* vector and vector v.
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*
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* @return the distance squared between the two vectors.
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*/
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public float distanceSquared(float otherX, float otherY) {
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double dx = x - otherX;
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double dy = y - otherY;
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return (float) (dx * dx + dy * dy);
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}
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/**
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* <code>distance</code> calculates the distance between this vector and
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* vector v.
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*
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* @param v
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* the second vector to determine the distance.
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* @return the distance between the two vectors.
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*/
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public float distance(Vector2f v) {
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return FastMath.sqrt(distanceSquared(v));
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}
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/**
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* <code>mult</code> multiplies this vector by a scalar. The resultant
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* vector is returned.
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*
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* @param scalar
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* the value to multiply this vector by.
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* @return the new vector.
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*/
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public Vector2f mult(float scalar) {
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return new Vector2f(x * scalar, y * scalar);
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}
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/**
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* <code>multLocal</code> multiplies this vector by a scalar internally, and
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* returns a handle to this vector for easy chaining of calls.
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*
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* @param scalar
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* the value to multiply this vector by.
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* @return this
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*/
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public Vector2f multLocal(float scalar) {
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x *= scalar;
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y *= scalar;
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return this;
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}
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/**
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* <code>multLocal</code> multiplies a provided vector to this vector
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* internally, and returns a handle to this vector for easy chaining of
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* calls. If the provided vector is null, null is returned.
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*
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* @param vec
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* the vector to mult to this vector.
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* @return this
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*/
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public Vector2f multLocal(Vector2f vec) {
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if (null == vec) {
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return null;
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}
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x *= vec.x;
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y *= vec.y;
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return this;
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}
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/**
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* Multiplies this Vector2f's x and y by the scalar and stores the result in
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* product. The result is returned for chaining. Similar to
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* product=this*scalar;
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*
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* @param scalar
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* The scalar to multiply by.
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* @param product
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* The vector2f to store the result in.
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* @return product, after multiplication.
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*/
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public Vector2f mult(float scalar, Vector2f product) {
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if (null == product) {
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product = new Vector2f();
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}
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product.x = x * scalar;
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product.y = y * scalar;
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return product;
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}
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/**
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* <code>divide</code> divides the values of this vector by a scalar and
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* returns the result. The values of this vector remain untouched.
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*
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* @param scalar
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* the value to divide this vectors attributes by.
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* @return the result <code>Vector</code>.
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*/
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public Vector2f divide(float scalar) {
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return new Vector2f(x / scalar, y / scalar);
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}
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/**
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* <code>divideLocal</code> divides this vector by a scalar internally, and
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* returns a handle to this vector for easy chaining of calls. Dividing by
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* zero will result in an exception.
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*
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* @param scalar
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* the value to divides this vector by.
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* @return this
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*/
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public Vector2f divideLocal(float scalar) {
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x /= scalar;
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y /= scalar;
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return this;
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}
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/**
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* <code>negate</code> returns the negative of this vector. All values are
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* negated and set to a new vector.
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*
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* @return the negated vector.
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*/
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public Vector2f negate() {
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return new Vector2f(-x, -y);
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}
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/**
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* <code>negateLocal</code> negates the internal values of this vector.
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*
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* @return this.
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*/
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public Vector2f negateLocal() {
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x = -x;
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y = -y;
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return this;
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}
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/**
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* <code>subtract</code> subtracts the values of a given vector from those
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* of this vector creating a new vector object. If the provided vector is
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* null, an exception is thrown.
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*
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* @param vec
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* the vector to subtract from this vector.
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* @return the result vector.
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*/
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public Vector2f subtract(Vector2f vec) {
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return subtract(vec, null);
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}
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/**
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* <code>subtract</code> subtracts the values of a given vector from those
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* of this vector storing the result in the given vector object. If the
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* provided vector is null, an exception is thrown.
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*
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* @param vec
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* the vector to subtract from this vector.
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* @param store
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* the vector to store the result in. It is safe for this to be
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* the same as vec. If null, a new vector is created.
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* @return the result vector.
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*/
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public Vector2f subtract(Vector2f vec, Vector2f store) {
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if (store == null)
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store = new Vector2f();
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store.x = x - vec.x;
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store.y = y - vec.y;
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return store;
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}
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/**
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* <code>subtract</code> subtracts the given x,y values from those of this
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* vector creating a new vector object.
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*
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* @param valX
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* value to subtract from x
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* @param valY
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* value to subtract from y
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* @return this
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*/
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public Vector2f subtract(float valX, float valY) {
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return new Vector2f(x - valX, y - valY);
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}
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|
/**
|
||
|
* <code>subtractLocal</code> subtracts a provided vector to this vector
|
||
|
* internally, and returns a handle to this vector for easy chaining of
|
||
|
* calls. If the provided vector is null, null is returned.
|
||
|
*
|
||
|
* @param vec
|
||
|
* the vector to subtract
|
||
|
* @return this
|
||
|
*/
|
||
|
public Vector2f subtractLocal(Vector2f vec) {
|
||
|
if (null == vec) {
|
||
|
return null;
|
||
|
}
|
||
|
x -= vec.x;
|
||
|
y -= vec.y;
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* <code>subtractLocal</code> subtracts the provided values from this vector
|
||
|
* internally, and returns a handle to this vector for easy chaining of
|
||
|
* calls.
|
||
|
*
|
||
|
* @param valX
|
||
|
* value to subtract from x
|
||
|
* @param valY
|
||
|
* value to subtract from y
|
||
|
* @return this
|
||
|
*/
|
||
|
public Vector2f subtractLocal(float valX, float valY) {
|
||
|
x -= valX;
|
||
|
y -= valY;
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* <code>normalize</code> returns the unit vector of this vector.
|
||
|
*
|
||
|
* @return unit vector of this vector.
|
||
|
*/
|
||
|
public Vector2f normalize() {
|
||
|
float length = length();
|
||
|
if (length != 0) {
|
||
|
return divide(length);
|
||
|
}
|
||
|
|
||
|
return divide(1);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* <code>normalizeLocal</code> makes this vector into a unit vector of
|
||
|
* itself.
|
||
|
*
|
||
|
* @return this.
|
||
|
*/
|
||
|
public Vector2f normalizeLocal() {
|
||
|
float length = length();
|
||
|
if (length != 0) {
|
||
|
return divideLocal(length);
|
||
|
}
|
||
|
|
||
|
return divideLocal(1);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* <code>smallestAngleBetween</code> returns (in radians) the minimum angle
|
||
|
* between two vectors. It is assumed that both this vector and the given
|
||
|
* vector are unit vectors (iow, normalized).
|
||
|
*
|
||
|
* @param otherVector
|
||
|
* a unit vector to find the angle against
|
||
|
* @return the angle in radians.
|
||
|
*/
|
||
|
public float smallestAngleBetween(Vector2f otherVector) {
|
||
|
float dotProduct = dot(otherVector);
|
||
|
return FastMath.acos(dotProduct);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* <code>angleBetween</code> returns (in radians) the angle required to
|
||
|
* rotate a ray represented by this vector to lie colinear to a ray
|
||
|
* described by the given vector. It is assumed that both this vector and
|
||
|
* the given vector are unit vectors (iow, normalized).
|
||
|
*
|
||
|
* @param otherVector
|
||
|
* the "destination" unit vector
|
||
|
* @return the angle in radians.
|
||
|
*/
|
||
|
public float angleBetween(Vector2f otherVector) {
|
||
|
return FastMath.atan2(otherVector.y, otherVector.x)
|
||
|
- FastMath.atan2(y, x);
|
||
|
}
|
||
|
|
||
|
public float getX() {
|
||
|
return x;
|
||
|
}
|
||
|
|
||
|
public void setX(float x) {
|
||
|
this.x = x;
|
||
|
}
|
||
|
|
||
|
public float getY() {
|
||
|
return y;
|
||
|
}
|
||
|
|
||
|
public void setY(float y) {
|
||
|
this.y = y;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* <code>getAngle</code> returns (in radians) the angle represented by this
|
||
|
* Vector2f as expressed by a conversion from rectangular coordinates (
|
||
|
* <code>x</code>, <code>y</code>) to polar coordinates
|
||
|
* (r, <i>theta</i>).
|
||
|
*
|
||
|
* @return the angle in radians. [-pi, pi)
|
||
|
*/
|
||
|
public float getAngle() {
|
||
|
return -FastMath.atan2(y, x);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* <code>zero</code> resets this vector's data to zero internally.
|
||
|
*/
|
||
|
public void zero() {
|
||
|
x = y = 0;
|
||
|
}
|
||
|
|
||
|
@Override
|
||
|
public Vector2f clone() {
|
||
|
try {
|
||
|
return (Vector2f) super.clone();
|
||
|
} catch (CloneNotSupportedException e) {
|
||
|
throw new AssertionError(); // can not happen
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Saves this Vector2f into the given float[] object.
|
||
|
*
|
||
|
* @param floats
|
||
|
* The float[] to take this Vector2f. If null, a new float[2] is
|
||
|
* created.
|
||
|
* @return The array, with X, Y float values in that order
|
||
|
*/
|
||
|
public float[] toArray(float[] floats) {
|
||
|
if (floats == null) {
|
||
|
floats = new float[2];
|
||
|
}
|
||
|
floats[0] = x;
|
||
|
floats[1] = y;
|
||
|
return floats;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* are these two vectors the same? they are is they both have the same x and
|
||
|
* y values.
|
||
|
*
|
||
|
* @param o
|
||
|
* the object to compare for equality
|
||
|
* @return true if they are equal
|
||
|
*/
|
||
|
@Override
|
||
|
public boolean equals(Object o) {
|
||
|
if (!(o instanceof Vector2f)) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if (this == o) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
Vector2f comp = (Vector2f) o;
|
||
|
if (Float.compare(x, comp.x) != 0)
|
||
|
return false;
|
||
|
return Float.compare(y, comp.y) == 0;
|
||
|
}
|
||
|
|
||
|
public void rotateAroundOrigin(float angle, boolean cw) {
|
||
|
if (cw)
|
||
|
angle = -angle;
|
||
|
float newX = FastMath.cos(angle) * x - FastMath.sin(angle) * y;
|
||
|
float newY = FastMath.sin(angle) * x + FastMath.cos(angle) * y;
|
||
|
x = newX;
|
||
|
y = newY;
|
||
|
}
|
||
|
|
||
|
public synchronized float getLat() {
|
||
|
return x;
|
||
|
}
|
||
|
|
||
|
public synchronized float getLong() {
|
||
|
return y;
|
||
|
}
|
||
|
|
||
|
public synchronized void setLat(float lat) {
|
||
|
this.x = lat;
|
||
|
}
|
||
|
|
||
|
public synchronized void setLong(float lon) {
|
||
|
this.y = lon;
|
||
|
}
|
||
|
|
||
|
}
|